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TOPIC: My Idea and Plan
#2480
Bushwhacker2k
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My Idea and Plan 1 Year, 3 Months ago
I have wanted to make an MMOFPS for a while now. ATM I only have minimal programming skills so the idea is far off but I believe if I stick to it, that I could actually make an MMOFPS.

I have a few ideas about how I want it to be, and I'd like to know what things other people are searching for in their ideal MMOFPS.

First, it would be a large open world. As with many games, the beginning would be somewhat narrow and linear, but only until the story is explained and the gameplay is understood. Afterwords the world would be open and the things the player could do would multiply like crazy.

In addition to just shooting things to death, there will be jobs BUT I won't have such things as professions like miners, blacksmiths, herbalists and alchemists, I am TIRED to DEATH of games ripping off of other games shamelessly and not even bothering to try to have originality. That said, I will likely do many things the same or similar to other games, but I will try to draw a line.

Some examples of jobs would be exploring, pest extermination, assassination, infiltration, weapon development(I'm still thinking of how to do this more originally, suggestions welcomed), and more.

The aiming system will as good as can be expected, if you aim at the head and shoot it will hit the head. As such, depending on where you hit someone they will receive different amounts of damage and occasionally other effects, like stumbling, temporary loss of aim control or all out falling on the ground. I don't want to put a crosshair like every other shooter out there, but I intend to have a focus system that shows the player roughly where the gun is pointing if he stands still and aims for a second or two. Later on, a player can apply a laser-sight to the gun or get a helmet with a high-tech targeting system on it and then knowing where to shoot will be easier(Of course, some weapons can be equipped with a scope, but that won't be much use when the enemy is close). I intend for this to be an FPS, NOT a third-person shooter, and as such I intend for their vision to be from the character's eyes. If the character is wearing a helmet with a visor, the world will appear in a slightly different shade, depending on the color of the visor.

The enemies will be fairly varied, ranging from animals, humans, mutants, mutated animals, soldiers, aliens(not set on exactly how aliens should be like, suggestions welcome again), and some robots, ranging from stationary security turrets to heavy mechs and humanoid robots(I suppose android is the word). Depending on the type of enemy, hitting it in different places will deal different amounts of damage. A heavily-armored mech will take damage differently than an unarmored civilian, obviously.

Skills will play a large role in the game, whereas most MMOFPSs seem to be purely shooters, RPG aspects will be more prevalent. I am undecided on whether there will be predefined character classes, but I am leaning for. Skills will be like hacking, weapons skills(weapons skills will be somewhat different from other games, instead of just a pure skill, like swords or pistols it will be more like handling, reflexes and strength to lift heavier guns and take kickback from guns that fire more powerfully), robotics for handling robotic enemies and perhaps designing your own robotic sidekick/ally, maybe athletics and acrobatics for moving quicker and tumbling around to maneuver and get into position for a fight, the ability to scale things, like rock-climbing, etc.

In addition to skills, I will have a specialization system. A character will be more focused on certain things depending on his preference and line of work. With this specialization, the character will be able to do things that would not normally be available, even with skills. Examples would be bonuses with a weapon, like being able to hold a sniper rifle perfectly still for much better aim or quickly drawing your pistol and shooting or firing in controlled bursts so your automatic weapon fires more accurately. Other examples would be like the ability to impersonate people, or to set up traps or to unleash a virus to ruin someone's security system.

The game will be fairly fast-paced, guns won't fire like in Tabula Rasa, with large intervals. Most enemies won't be able to take ridiculous amounts of damage, a well-aimed bullet from a decent pistol will be able to kill an unarmored enemy. I want to maintain a balance between instant kill weapons in pure FPSs and the ridiculous amounts of damage enemies can take in RPGs.

The environment will be mostly in cities and inside buildings and bases. The sewers and outside the cities will be accessible too. Most fighting will be done indoors, which includes buildings, houses, bases, sewers, etc.

Learning to play will be done in a tutorial, the tutorial can be quit at any time and can be redone from the character's PC terminal, since it is just a training simulation. Training can range from drill sergeant type excercises to combat simulation to lax explanations, depending on what you select and what your position is in the world.

I intend to include melee to an extent, but being an FPS I want the character to lean towards gun use. Because of this, melee will likely be a secondary skill that can be used against single enemies(when other enemies aren't around, as it would be too dangerous to engage in hand-to-hand when multiple people are firing at you). The skill will be focused on incapacitating enemies or outright killing them(this may also become a point in my game, using lethal or nonlethal force, but how to implement that with focus on using guns is unbeknownst to me).

Stealth is an aspect that I really want to include. The ability to surprise enemies and sneak up on them when they don't expect it will become a large part of the game. Of course, it isn't absolutely required, since some players may not like the slow, delicate approach. I intend to allow the player to pick the speed at which s/he moves, but instead of just running/walking it will be spread over 1-10 of different speeds(perhaps not 1-10, maybe less), the user will become used to what works best for what s/he is doing as s/he goes along in the game. So speed and lighting will definitely be a factor in determining whether the enemy detects him/her. Stealth will exist as a skill, but without paying attention to lighting and sound, it won't help nearly as much.

I intend for the game to be set in mostly a futuristic environment, most of the game is set in large cities with giant corporations and many buildings.

Armor is an important part of the game to me, since how the character looks and functions will be changed depending on what the character wears. Light and heavy armor will be accessible, but each type will have some advantages and disadvantages over the other types. Heavy armor will limit speed and maneuverability, but will provide much greater protection than light armor. Light armor will provide greater protection than nothing at all, but not enough to walk into a room filled with hostile enemies without a second thought.

Vehicles and transportation will exist in game, but I don't intend to make any of it player-controlled. Mechs will also exist, but they will be computer-controlled robots and unpilotable.

The storyline will progress and players will be able to find out more about the world they live in, but there is no major bad guy or evil plan that must be stopped. What WILL happen in that an event will be happening and players can work together to handle it, and as time passes events will pass and new events will come to be. An example is like a new group has risen up and wants to take control, but the players must stop them. Either after a certain time period or after a certain amount of players stop them the event will end and either a new event will begin or a time without an event will begin for a time.

Well, I've covered everything that has come to mind. I am in college ATM, learning to develop games and I intend to join a company first, to understand the process of making a game and later I intend to make my own.

The entire reason I posted this is because I want suggestions, advice and feedback. PLEASE, give me your opinions!
 
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#2485
Taiko!
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Re:My Idea and Plan 1 Year, 3 Months ago
Somehow I overlooked this post. I think the concept you have is very ambitious. I've seen most independent developers have to cut back on the bullet impact variables (arm/leg/head/body) shots due to bandwidth costs and decreased frame-rates. However, just like you, it's one of the top things I want in a good FPS game. Combined on an MMO platform the game would be amazing.

I think production of these types of games really depends on technology used by the developer, not just making sure the end user has a good computer and fast broadband connection... technologies like Microsoft's "Donny Brook" that make a single DSL host up to 100's of consecutive players at a time. Who knows what else will be released in the future.

Just like most other FPS enthusiasts, the more players you can fit in a battle the better.

I also think that AI isn't used enough in FPS games. AI fodder would even be good in battles- simple mindless grunts that fill up the battlefields.

I like player built and driven cities as well. I've seen it most successfully pulled off during the first year of Star Wars Galaxies... than the game took a dump.

Anyways... my ideal game (sound like yours also) would take a grip of coding skills and high end servers. AI, mass battles, bullet impact variables, player built/ driven cities. Usually just accomplishing one of these is enough to use as a main feature in the game. Imaging accomplishing all of them.
 
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#2486
Taiko!
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Re:My Idea and Plan 1 Year, 3 Months ago
Oh yes, and to add.

I'm pretty sick and tired of the standard MMO concept as well. Unless the game is graphically superior or something, I don't ever want to see another freaking elf, gnome, or orc.

It's been milked way too much.
 
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#2487
Bushwhacker2k
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Re:My Idea and Plan 1 Year, 3 Months ago
I know what you mean, it's a sad world when we grow tired of orcs and elves and dwarves because they get used and used and overused and slave-driven and more.

I'm not sure whether to blame WoW or not, I know it is at least partially WoW's fault that elves & orcs fantasy worlds get used way too much but I know they didn't start it.

It makes me sad that profit and money drive the world more than having fun, which IMO is the only reason to live life.

Anyways back to the topic-

I have been thinking quite a bit about this, I'm probably going to start basic design with an offline mini-version of the world in this. Of course, as with most things my success isn't guaranteed, so I'm going to start small and build upwards to hopefully make a decent MMOFPS someday.

I think it is only a matter of time until someone releases something that will rival/surpass WoW, it may not happen now, it may not happen for years, but I believe it will happen.
 
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#2523
Streamlet
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Re:My Idea and Plan 1 Year, 1 Month ago
nice idea.
 
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